Re: [crossfire] Dialog mode
I like it. I've never really liked the somewhat random approach right now of trying to figure out what keywords the NPC is looking for. Do you imagine do this by scripts, or extending the msg/endmsg logic? Right now there is some support for that already. So it would be a matter of extending the client support, and adding some glue for NPCs themselves - so they don't move when talked to for some time. After that, of course, if the editor has a nice interface to edit, it'd be great - but that's secondary. A complication for something like player giving items to NPC is that option can really only be available if the player has that item, but this starts needing some scripting logic to basically say 'only present this option to player if...' But a general approach could probably be done with something like: @match hello I know about all sorts of interesting monsters and dungeons @reply monsters dungeons @match dungeons That is already done, almost, through @reply and @question. That would cover a large amount of desired conversations - I'd think the give/take items would be a fairly small number and requiring scripts for those might be reasonable. But I wonder if something @script tags could be added to allow for calling general purpose scripts. I strongly oppose that @script idea. If you want scripting, use Python or do your own plugin - through the event_say archetype. We don't need yet another way to call a script :) Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Dialog mode
Hello. I'd like to propose a (menu-driven) dialog mode for players. Something like what you can find in various RPG games. Description: - started when player says something to a NPC, like now - player is presented with text and options, and a free text zone (to not have all options visible/obvious) - player can't really move (or moving exits the dialog mode) - NPCs are marked as 'busy' and thus won't move while talked to - separates more the 'hack' part and the 'role playing' part - separates clearly the 'say' to trigger things / talk to other players, and the dialog with an NPC What do you think of that? :) Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Dialog mode
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 1/5/10 12:17 PM, Nicolas Weeger wrote: Hello. I'd like to propose a (menu-driven) dialog mode for players. Something like what you can find in various RPG games. Description: - started when player says something to a NPC, like now Would the dialog system (at least, initially) work like it does now? Meaning, NPC response is based on key word(s) from the player character? -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (Darwin) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLQ5jthHyvgBp+vH4RAlNiAJ9GxWjRZHZsyWpOZ99JCxczuTTSUwCgvNVN il8DcYJLowtPBMEjyghiWik= =MG3l -END PGP SIGNATURE- ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Dialog mode
Would the dialog system (at least, initially) work like it does now? Meaning, NPC response is based on key word(s) from the player character? Yes, probably keywords. Though the player wouldn't use the 'say' command, but click on the selected reply in the dialog. Game-wise the player will see eg 'you say azerty' while other players will see 'player says azerty to NPC'. Or the text could be changed ('you nod'), like what I started to do with the @question @reply system. This could also add more options ('give an item', 'drop an item' [NPC says you 'can't enter library without letting bag outside'], and so on) Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Dialog mode
Nicolas Weeger wrote: Would the dialog system (at least, initially) work like it does now? Meaning, NPC response is based on key word(s) from the player character? Yes, probably keywords. Though the player wouldn't use the 'say' command, but click on the selected reply in the dialog. Game-wise the player will see eg 'you say azerty' while other players will see 'player says azerty to NPC'. Or the text could be changed ('you nod'), like what I started to do with the @question @reply system. This could also add more options ('give an item', 'drop an item' [NPC says you 'can't enter library without letting bag outside'], and so on) I like it. I've never really liked the somewhat random approach right now of trying to figure out what keywords the NPC is looking for. Do you imagine do this by scripts, or extending the msg/endmsg logic? A complication for something like player giving items to NPC is that option can really only be available if the player has that item, but this starts needing some scripting logic to basically say 'only present this option to player if...' But a general approach could probably be done with something like: @match hello I know about all sorts of interesting monsters and dungeons @reply monsters dungeons @match dungeons That would cover a large amount of desired conversations - I'd think the give/take items would be a fairly small number and requiring scripts for those might be reasonable. But I wonder if something @script tags could be added to allow for calling general purpose scripts. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire